I've floated this idea in the past but this is a more refined version of the same suggestion updated to complement changes in game mechanics since the original system. At it's heart there are three things I believe this system can accomplish for MO2:
1. This is a carrot system, designed to encourage healthy PvP among people who desire fights.
2. This is an anti-afk siege system, designed to make it dramatically harder for an active group to lose their territory they've put a lot of work into over a prolonged period of time just because the enemy moved against it while they were all in bed.
3. This is an anti-zerg / pro-local politics system. This system makes sieges less about who can summon the most players for a fairly short event and more about who can maintain the most constant presence in the area being contested. 150 players willing to march across the make for a day are less useful than a dozen or so players who actively live in an area constantly.
The Simple Version
Each keep is given a small number of buildings mechanically tied to it called "outposts". Outposts are in set locations spread all around a region associated with the keep. Think of it in terms of real-world conquest. When you take control of a region the important things aren't going be be towers you place on cliff faces. It's going to be the existing settlements and industrial centers the population established before your conquest. The things that generate the wealth and power of the region. These are what outposts represent.
Each keep region now has a number associate with it called "influence". Influence is a number associated with guilds or alliances in the area. It scales from 0 to 100% or 0 to 1,000,000 influence points. Controlling outposts generates influence for your guild/alliance. Doing tasks from task vendors at an outpost can generate additional influence. This includes new task types as well such as hunting or gathering tasks. Players not associated with a guild or alliance can align their outposts with one vying for control of the region without declaring an official alliance. So smaller groups can take sides in choosing to support the controlling regime, or choosing to support a contesting faction. Or just stay neutral and generate influence for their own group. Their outpost's allegiance will be public information though.
When influence is gained it's subtracted from all existing influence sources. For instance. 30% of the influence in Example Region is controlled by Alliance A. 20% by Guild B. 10% by Guild C. 40% Unclaimed. Group B takes an action that increases their influence by 10k. 3000 points of that are neutralized by their existing 30% influence. 2000 are taken from Guild B. 1000 from Guild C. 4000 from the unclaimed influence pool. "So if they have 99% control then only 1% of new influence will go toward increasing their control of the region?" Yes. This is by design. 100% influence of a region is not meant to be the norm or even realistic. Additionally each day 5% of influence is fed back into the unclaimed state.
So what does influence do? It grants defensive benefits to the structures of all buildings belonging to that guild/alliance inside the region, as well as groups that have declared support for that guild/alliance (That guild/alliance can reject their support if they don't want this). These are things like increased HP, increased damage resist, even potentially the ability to convert stored resources into slow automatic repairs. Additionally they grant offensive benefits against structures to members of the guild/alliance only. These are things like increased hammer and catapult damage and the ability to build certain things such as battering rams, siege towers, and siege ladders at a siege camp near the keep.
Summary of Reasons For This:
1. Outposts present targets worth contesting. They are a constant thing to be PvPed over. Due to the many outposts associated with every keep it also divides up big zergs with a lot of territory forcing them to work as multiple teams if they are being simultaneously contested on multiple fronts.
2. Influence is meant to be generated/lost over time. Sieging a group with high influence in their territory while you have 0% influence would be damn near impossible. A "quick" campaign under this system should take about a week to build from 0% to a suitable amount of influence needed to take a keep from an active guild who had good control of their region. Offline sieges are a top complaint of most players who've dealt with siege systems, and an anti-PvP mechanic. Preventing them is good.
3. This drives an emphasis on local politics. Guild A living in the SE of the map cannot wage a campaign against Guild B living in the NW unless they abandon their home or divide their forces to put consistent pressure on the NW over a prolonged period of time. This makes it INCREDIBLY difficult for one or two groups to control the entire map unless the majority of MO2's active players are on their side.
1. This is a carrot system, designed to encourage healthy PvP among people who desire fights.
2. This is an anti-afk siege system, designed to make it dramatically harder for an active group to lose their territory they've put a lot of work into over a prolonged period of time just because the enemy moved against it while they were all in bed.
3. This is an anti-zerg / pro-local politics system. This system makes sieges less about who can summon the most players for a fairly short event and more about who can maintain the most constant presence in the area being contested. 150 players willing to march across the make for a day are less useful than a dozen or so players who actively live in an area constantly.
The Simple Version
Each keep is given a small number of buildings mechanically tied to it called "outposts". Outposts are in set locations spread all around a region associated with the keep. Think of it in terms of real-world conquest. When you take control of a region the important things aren't going be be towers you place on cliff faces. It's going to be the existing settlements and industrial centers the population established before your conquest. The things that generate the wealth and power of the region. These are what outposts represent.
Each keep region now has a number associate with it called "influence". Influence is a number associated with guilds or alliances in the area. It scales from 0 to 100% or 0 to 1,000,000 influence points. Controlling outposts generates influence for your guild/alliance. Doing tasks from task vendors at an outpost can generate additional influence. This includes new task types as well such as hunting or gathering tasks. Players not associated with a guild or alliance can align their outposts with one vying for control of the region without declaring an official alliance. So smaller groups can take sides in choosing to support the controlling regime, or choosing to support a contesting faction. Or just stay neutral and generate influence for their own group. Their outpost's allegiance will be public information though.
When influence is gained it's subtracted from all existing influence sources. For instance. 30% of the influence in Example Region is controlled by Alliance A. 20% by Guild B. 10% by Guild C. 40% Unclaimed. Group B takes an action that increases their influence by 10k. 3000 points of that are neutralized by their existing 30% influence. 2000 are taken from Guild B. 1000 from Guild C. 4000 from the unclaimed influence pool. "So if they have 99% control then only 1% of new influence will go toward increasing their control of the region?" Yes. This is by design. 100% influence of a region is not meant to be the norm or even realistic. Additionally each day 5% of influence is fed back into the unclaimed state.
So what does influence do? It grants defensive benefits to the structures of all buildings belonging to that guild/alliance inside the region, as well as groups that have declared support for that guild/alliance (That guild/alliance can reject their support if they don't want this). These are things like increased HP, increased damage resist, even potentially the ability to convert stored resources into slow automatic repairs. Additionally they grant offensive benefits against structures to members of the guild/alliance only. These are things like increased hammer and catapult damage and the ability to build certain things such as battering rams, siege towers, and siege ladders at a siege camp near the keep.
Summary of Reasons For This:
1. Outposts present targets worth contesting. They are a constant thing to be PvPed over. Due to the many outposts associated with every keep it also divides up big zergs with a lot of territory forcing them to work as multiple teams if they are being simultaneously contested on multiple fronts.
2. Influence is meant to be generated/lost over time. Sieging a group with high influence in their territory while you have 0% influence would be damn near impossible. A "quick" campaign under this system should take about a week to build from 0% to a suitable amount of influence needed to take a keep from an active guild who had good control of their region. Offline sieges are a top complaint of most players who've dealt with siege systems, and an anti-PvP mechanic. Preventing them is good.
3. This drives an emphasis on local politics. Guild A living in the SE of the map cannot wage a campaign against Guild B living in the NW unless they abandon their home or divide their forces to put consistent pressure on the NW over a prolonged period of time. This makes it INCREDIBLY difficult for one or two groups to control the entire map unless the majority of MO2's active players are on their side.